Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / fifteen.c
index 5bcc87a..1a106e8 100644 (file)
--- a/fifteen.c
+++ b/fifteen.c
@@ -11,7 +11,8 @@
 
 #include "puzzles.h"
 
-#define TILE_SIZE 48
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
 #define BORDER    (TILE_SIZE / 2)
 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
@@ -41,7 +42,6 @@ struct game_state {
     int *tiles;
     int gap_pos;
     int completed;
-    int just_used_solve;              /* used to suppress undo animation */
     int used_solve;                   /* used to suppress completion flash */
     int movecount;
 };
@@ -57,6 +57,11 @@ static game_params *default_params(void)
 
 static int game_fetch_preset(int i, char **name, game_params **params)
 {
+    if (i == 0) {
+       *params = default_params();
+       *name = dupstr("4x4");
+       return TRUE;
+    }
     return FALSE;
 }
 
@@ -75,7 +80,7 @@ static game_params *dup_params(game_params *params)
 static void decode_params(game_params *ret, char const *string)
 {
     ret->w = ret->h = atoi(string);
-    while (*string && isdigit(*string)) string++;
+    while (*string && isdigit((unsigned char)*string)) string++;
     if (*string == 'x') {
         string++;
         ret->h = atoi(string);
@@ -128,9 +133,9 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
-    if (params->w < 2 && params->h < 2)
+    if (params->w < 2 || params->h < 2)
        return "Width and height must both be at least two";
 
     return NULL;
@@ -151,7 +156,7 @@ static int perm_parity(int *perm, int n)
 }
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+                          char **aux, int interactive)
 {
     int gap, n, i, x;
     int x1, x2, p1, p2, parity;
@@ -266,11 +271,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return ret;
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    assert(!"Shouldn't happen");
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     char *p, *err;
@@ -322,7 +322,7 @@ static char *validate_desc(game_params *params, char *desc)
     return err;
 }
 
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int i;
@@ -349,7 +349,7 @@ static game_state *new_game(game_params *params, char *desc)
     assert(state->tiles[state->gap_pos] == 0);
 
     state->completed = state->movecount = 0;
-    state->used_solve = state->just_used_solve = FALSE;
+    state->used_solve = FALSE;
 
     return state;
 }
@@ -367,36 +367,25 @@ static game_state *dup_game(game_state *state)
     ret->completed = state->completed;
     ret->movecount = state->movecount;
     ret->used_solve = state->used_solve;
-    ret->just_used_solve = state->just_used_solve;
 
     return ret;
 }
 
 static void free_game(game_state *state)
 {
+    sfree(state->tiles);
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_aux_info *aux,
-                             char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
-    game_state *ret = dup_game(state);
-    int i;
-
-    /*
-     * Simply replace the grid with a solved one. For this game,
-     * this isn't a useful operation for actually telling the user
-     * what they should have done, but it is useful for
-     * conveniently being able to get hold of a clean state from
-     * which to practise manoeuvres.
-     */
-    for (i = 0; i < ret->n; i++)
-       ret->tiles[i] = (i+1) % ret->n;
-    ret->gap_pos = ret->n-1;
-    ret->used_solve = ret->just_used_solve = TRUE;
-    ret->completed = ret->movecount = 1;
+    return dupstr("S");
+}
 
-    return ret;
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
 }
 
 static char *game_text_format(game_state *state)
@@ -450,29 +439,50 @@ static void free_ui(game_ui *ui)
 {
 }
 
-static game_state *make_move(game_state *from, game_ui *ui,
-                            int x, int y, int button)
+static char *encode_ui(game_ui *ui)
 {
-    int gx, gy, dx, dy, ux, uy, up, p;
-    game_state *ret;
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+}
+
+struct game_drawstate {
+    int started;
+    int w, h, bgcolour;
+    int *tiles;
+    int tilesize;
+};
+
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
+                           int x, int y, int button)
+{
+    int gx, gy, dx, dy;
+    char buf[80];
 
     button &= ~MOD_MASK;
 
-    gx = X(from, from->gap_pos);
-    gy = Y(from, from->gap_pos);
+    gx = X(state, state->gap_pos);
+    gy = Y(state, state->gap_pos);
 
     if (button == CURSOR_RIGHT && gx > 0)
         dx = gx - 1, dy = gy;
-    else if (button == CURSOR_LEFT && gx < from->w-1)
+    else if (button == CURSOR_LEFT && gx < state->w-1)
         dx = gx + 1, dy = gy;
     else if (button == CURSOR_DOWN && gy > 0)
         dy = gy - 1, dx = gx;
-    else if (button == CURSOR_UP && gy < from->h-1)
+    else if (button == CURSOR_UP && gy < state->h-1)
         dy = gy + 1, dx = gx;
     else if (button == LEFT_BUTTON) {
         dx = FROMCOORD(x);
         dy = FROMCOORD(y);
-        if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
+        if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
             return NULL;               /* out of bounds */
         /*
          * Any click location should be equal to the gap location
@@ -483,6 +493,45 @@ static game_state *make_move(game_state *from, game_ui *ui,
     } else
         return NULL;                   /* no move */
 
+    sprintf(buf, "M%d,%d", dx, dy);
+    return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+    int gx, gy, dx, dy, ux, uy, up, p;
+    game_state *ret;
+
+    if (!strcmp(move, "S")) {
+       int i;
+
+       ret = dup_game(from);
+
+       /*
+        * Simply replace the grid with a solved one. For this game,
+        * this isn't a useful operation for actually telling the user
+        * what they should have done, but it is useful for
+        * conveniently being able to get hold of a clean state from
+        * which to practise manoeuvres.
+        */
+       for (i = 0; i < ret->n; i++)
+           ret->tiles[i] = (i+1) % ret->n;
+       ret->gap_pos = ret->n-1;
+       ret->used_solve = TRUE;
+       ret->completed = ret->movecount = 1;
+
+       return ret;
+    }
+
+    gx = X(from, from->gap_pos);
+    gy = Y(from, from->gap_pos);
+
+    if (move[0] != 'M' ||
+       sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
+       (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
+       dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
+       return NULL;
+
     /*
      * Find the unit displacement from the original gap
      * position towards this one.
@@ -492,7 +541,6 @@ static game_state *make_move(game_state *from, game_ui *ui,
     up = C(from, ux, uy);
 
     ret = dup_game(from);
-    ret->just_used_solve = FALSE;      /* zero this in a hurry */
 
     ret->gap_pos = C(from, dx, dy);
     assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
@@ -522,50 +570,38 @@ static game_state *make_move(game_state *from, game_ui *ui,
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int w, h, bgcolour;
-    int *tiles;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct { int tilesize; } ads, *ds = &ads;
+    ads.tilesize = tilesize;
+
     *x = TILE_SIZE * params->w + 2 * BORDER;
     *y = TILE_SIZE * params->h + 2 * BORDER;
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
     int i;
-    float max;
-
-    frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
 
-    /*
-     * Drop the background colour so that the highlight is
-     * noticeably brighter than it while still being under 1.
-     */
-    max = ret[COL_BACKGROUND*3];
-    for (i = 1; i < 3; i++)
-        if (ret[COL_BACKGROUND*3+i] > max)
-            max = ret[COL_BACKGROUND*3+i];
-    if (max * 1.2F > 1.0F) {
-        for (i = 0; i < 3; i++)
-            ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
-    }
+    game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
 
-    for (i = 0; i < 3; i++) {
-        ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
-        ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
+    for (i = 0; i < 3; i++)
         ret[COL_TEXT * 3 + i] = 0.0;
-    }
 
     *ncolours = NCOLOURS;
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
     int i;
@@ -575,23 +611,24 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->h = state->h;
     ds->bgcolour = COL_BACKGROUND;
     ds->tiles = snewn(ds->w*ds->h, int);
+    ds->tilesize = 0;                  /* haven't decided yet */
     for (i = 0; i < ds->w*ds->h; i++)
         ds->tiles[i] = -1;
 
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->tiles);
     sfree(ds);
 }
 
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
-                      int tile, int flash_colour)
+static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
+                      int x, int y, int tile, int flash_colour)
 {
     if (tile == 0) {
-        draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+        draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
                   flash_colour);
     } else {
         int coords[6];
@@ -603,27 +640,25 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
         coords[3] = y;
         coords[4] = x;
         coords[5] = y + TILE_SIZE - 1;
-        draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+        draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
 
         coords[0] = x;
         coords[1] = y;
-        draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+        draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
 
-        draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+        draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
                   TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
                   flash_colour);
 
         sprintf(str, "%d", tile);
-        draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
+        draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
                   FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
                   COL_TEXT, str);
     }
-    draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+    draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                  game_state *state, int dir, game_ui *ui,
                  float animtime, float flashtime)
 {
@@ -636,12 +671,12 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         bgcolour = COL_BACKGROUND;
 
     if (!ds->started) {
-        int coords[6];
+        int coords[10];
 
-       draw_rect(fe, 0, 0,
+       draw_rect(dr, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
                  TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
-       draw_update(fe, 0, 0,
+       draw_update(dr, 0, 0,
                    TILE_SIZE * state->w + 2 * BORDER,
                    TILE_SIZE * state->h + 2 * BORDER);
 
@@ -652,15 +687,17 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
         coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
         coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
-        draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+        coords[4] = coords[2] - TILE_SIZE;
+        coords[5] = coords[3] + TILE_SIZE;
+        coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+        coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+        coords[6] = coords[8] + TILE_SIZE;
+        coords[7] = coords[9] - TILE_SIZE;
+        draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
 
         coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
         coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
-        draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+        draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
 
         ds->started = TRUE;
     }
@@ -745,7 +782,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                     y = COORD(Y(state, i));
                 }
 
-                draw_tile(fe, state, x, y, t, bgcolour);
+                draw_tile(dr, ds, state, x, y, t, bgcolour);
             }
             ds->tiles[i] = t0;
         }
@@ -773,18 +810,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                    (state->completed ? "COMPLETED! " : ""),
                    (state->completed ? state->completed : state->movecount));
 
-       status_bar(fe, statusbuf);
+       status_bar(dr, statusbuf);
     }
 }
 
 static float game_anim_length(game_state *oldstate,
                              game_state *newstate, int dir, game_ui *ui)
 {
-    if ((dir > 0 && newstate->just_used_solve) ||
-       (dir < 0 && oldstate->just_used_solve))
-       return 0.0F;
-    else
-       return ANIM_TIME;
+    return ANIM_TIME;
 }
 
 static float game_flash_length(game_state *oldstate,
@@ -797,17 +830,30 @@ static float game_flash_length(game_state *oldstate,
         return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
 
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
 #ifdef COMBINED
 #define thegame fifteen
 #endif
 
 const struct game thegame = {
-    "Fifteen", "games.fifteen",
+    "Fifteen", "games.fifteen", "fifteen",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -817,22 +863,29 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
     free_game,
     TRUE, solve_game,
-    TRUE, game_text_format,
+    TRUE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
-    make_move,
-    game_size,
+    encode_ui,
+    decode_ui,
+    game_changed_state,
+    interpret_move,
+    execute_move,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_wants_statusbar,
+    game_status,
+    FALSE, FALSE, game_print_size, game_print,
+    TRUE,                             /* wants_statusbar */
+    FALSE, game_timing_state,
+    0,                                /* flags */
 };